| GM Hmm |
As you make landfall on your jolly boat, demons mounted on top of aquatic creatures emerge from where they were hiding under water and attack! Those on the island rush forward from the trees.
"Yarr! Destroy the Pathfinder Goody-Two-Shoes!"
★ --- ★ --- ★ --- ★
Jig Perception Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Schek Nek Stealth Initiative: 1d20 + 9 ⇒ (6) + 9 = 15
Gnimish Perception Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Keriassa Perception Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Chirrit Stealth Initiative: 1d20 + 10 ⇒ (9) + 10 = 19
Coracle Jibbs Stealth Initiative (Pilgrim Token): 1d20 + 9 ⇒ (7) + 9 = 16
Red Pusk Riding the Blue Demon Dolphin: 1d20 + 8 ⇒ (20) + 8 = 28
Pink, Yellow and Green Pusks: 1d20 + 6 ⇒ (17) + 6 = 23
Well, those demons were darned eager, weren't they?
★ --- ★ --- ★ --- ★
Red Pusk
Blue Demonic Dolphin
Pink Pusk
Yellow Pusk
Green Pusk
Gnimish
Chirrit
Coracle Jibs
Schek Nek
Keriassa
Jig
| Bot Buddy 2000 |
The Red Pusk rides the Blue Demonic Dolphin into the Island.
"Yeeeee Hah!"
The demonic dolphin swims forward to ram Chirrit!
◈◈ Ramming Speed
Blue snout: 1d20 + 7 ⇒ (12) + 7 = 19
Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6
The dolphin blows a disappointed raspberry, and tries to bite at Chirrit with his jaws.
Blue jaws: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
Piercing damage: 1d6 + 3 ⇒ (5) + 3 = 8
It misses a second time!
★ --- ★ --- ★ --- ★
The Red Pusk finds out how many actions it has this turn!
Red's Actions: 1d4 ⇒ 4
The Red Pusk finds itself quickened this turn, so it decides to make a frenzy of attacks against Chirrit.
◈◈◈ Frenzied Slashes
The pusk makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The pusk's multiple attack penalty doesn't increase until after it has made all three attacks. The pusk gains the clumsy 2 condition until the beginning of its next turn.
Red Frenzied Slash 1 (claw, agile, magical, unholy): 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Slashing damage: 1d6 + 4 ⇒ (4) + 4 = 8
Red Frenzied Slash 2 (claw, agile, magical, unholy): 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Slashing damage: 1d6 + 4 ⇒ (2) + 4 = 6
Red Frenzied Slash 3 (claw, agile, magical, unholy): 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Slashing damage: 1d6 + 4 ⇒ (3) + 4 = 7
The Pusk hits twice!
It then does a final special action, cowering to improve its armor class!
◈ Cower
The Clumsy gives it a -2, but the Cower gives it a +4 for a total +2 to its armor class
★ --- ★ --- ★ --- ★
It is the turn of the Pink Pusk!
Pink's Actions: 1d4 ⇒ 4
Another Pusk is quickened this round!
It uses two of its actions to cast Slow on Schek Nek!
DC 16 Basic Fort Save
It spends its other 2 actions readying an attack if Schek comes forward!
★ --- ★ --- ★ --- ★
It is the turn of the Green Pusk!
Green's Actions: 1d4 ⇒ 2
It is slowed this turn, and so it also readies an attack in case someone comes in range!
★ --- ★ --- ★ --- ★
And finally, the Yellow Pusk acts!
Yellow's Actions: 1d4 ⇒ 3
It has a normal turn, so it moves through the woods to get into range of Gnimish, and casts Slow on the little gnome!
DC 16 Basic Fort Save
| GM Hmm |
And now it is the party's turn!
Remember: the sand is saturated with water and is difficult terrain. The areas beneath the trees are sheltered and standard terrain.
★ --- ★ --- ★ --- ★
Red Pusk (Clumsy 2, AC +2)
Blue Demonic Dolphin
Pink Pusk (readied attack, slow used)
Yellow Pusk (slow used)
Green Pusk (readied attack)
Gnimish
Chirrit (-13)
Coracle Jibs
Schek Nek (DC 16 Fort Save)
Keriassa
Jig (DC 16 Fort Save)
Keriassa 2ed
|
refocus on the way here
Keri readies her bow. Seeing Chirrit hurt, she soothes his wounds.
rank 1 soothe: 1d10 + 4 ⇒ (6) + 4 = 10 and a +2 status bonus to saves against mental effects for 1 minute
| GM Hmm |
Keriassa pulls out her bow and heals Chirrit!
★ --- ★ --- ★ --- ★
Red Pusk (Clumsy 2, AC +2)
Blue Demonic Dolphin
Pink Pusk (readied attack, slow used)
Yellow Pusk (slow used)
Green Pusk (readied attack)
Gnimish
Chirrit (-3)
Coracle Jibs
Schek Nek (DC 16 Fort Save)
Keriassa
Jig (DC 16 Fort Save)
Chirrit
|
On the way, Chirrit wouldn't mind the ampoule if no one else wants it, but as he can Swim if needed would happily give first offer to those who are more...aquatic-challenged.
--
Chirrit is taken by surprise at the charge from an evil dolphin of all things, and in his startlement he winces as the slob-demon strikes him. Thanks K! he calls as most of the injuries are quickly fixed by Keriassa, then moves through the soggy sand onto the beach. Get ashore! Demon or no I don't think it's a land-lubber!
On the beach but still adjacent to the waterline - stupid difficult terrain :p Chirrit flings out his hammer at the demon that tried to ensluggen Gnimissh while yelling Schek: with your aim you and I can drop these slobs before they can ever cross the sand!
◈Stride, ◈ Strike at Yellow, ◈ One For All to set up Aid for Schek's next attack.
Strike v Yellow: 1d20 + 11 ⇒ (15) + 11 = 26 for Bludgeoning: 2d6 + 3 ⇒ (2, 2) + 3 = 7
Jig Gnasher
|
Seeing the lead pusk cover away, Jig draws a bead on the yellow one. A glimmer of fire glints at the end of his arrow as he releases a shot!
Spellshot, Recharge Spellshot
bowstaff: 1d20 + 9 ⇒ (2) + 9 = 11 for piercing: 1d6 ⇒ 4 and fire: 3d4 ⇒ (1, 3, 3) = 7
He lets loose a mild curse and recenters himself.
Schek Nek
|
DC 16 Fort save: 1d20 + 8 ⇒ (9) + 8 = 17 (Success, Slowed 1 for 1 rd)
Schek somewhat struggles to move quickly for now. "You can't stop me!" he yells and assigns Pink as his prey. "Why don't you come here and see your end?" he growl, frightening Pink with his words and angry face.
Intimidation to Demoralize Pink (Prey): 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 vs Pink's Will DC
◆ Hunt Prey (Pink, +1 to AC vs Prey's Attack)
◆ Demoralize with Intimidating Glare
◆ Slowed 1
Coracle Jibbs
|
Coracle crouches cat-like in the rowboat, then steps into the space Chirrit just vacated. He growls as he slashes at the dolphin.
◆ Tiger Stance
◆ Step
◆ Flurry of Blows (if both hit, apply resistances/weaknesses only once):
+1 tiger claw: 1d20 + 10 ⇒ (10) + 10 = 20, Damage (S): 1d8 + 2 ⇒ (8) + 2 = 10
+1 tiger claw, MAP: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21, Damage (S): 1d8 + 2 ⇒ (1) + 2 = 3
Gnimishmeijinomu
|
Gnimish concentrates and sends three fireballs at his foes.
Blazing Bolt, 60' range vs Red Pusk: 1d20 + 10 ⇒ (5) + 10 = 15 for Fire Damage: 4d6 ⇒ (1, 6, 3, 1) = 11 Crit: Double Damage
Blazing Bolt, 60' range vs Dolphin: 1d20 + 10 ⇒ (15) + 10 = 25 for Fire Damage: 4d6 ⇒ (2, 6, 5, 2) = 15 Crit: Double Damage
Blazing Bolt, 60' range vs Yellow Pusk: 1d20 + 10 ⇒ (7) + 10 = 17 for Fire Damage: 4d6 ⇒ (5, 6, 4, 2) = 17 Crit: Double Damage
Concealment if needed: 1d20 ⇒ 4
◆◆◆ Blazing Bolt
| GM Hmm |
I made an error calling for Jig's fort save in the note, when I should have called for Gnimish's! Gnimish, I will let you keep the three action Blazing Bolt this round, but give me that Foritude Save, please.
★ --- ★ --- ★ --- ★
Chirrit flings his hammer at the Yellow pusk, and aids Schek.
Jig makes a spellshot that misses.
Schek gets slowed for a single round, hunts Pink and demoralizes Pink!
Coracle beats up on the dolphin, who spouts angrily in response!
Then Gnimish sends off a Blazing Bolt that crits the dolphin and ends it! He misses the cowering Red Pusk, but solidly hits the Yellow Pusk.
★ --- ★ --- ★ --- ★
Red Pusk (Clumsy 2, AC +2)
Blue Demonic Dolphin (DEAD)
Pink Pusk (slow used, frightened 2)
Yellow Pusk (-24, slow used)
Green Pusk
Gnimish (DC 16 Fort Save)
Chirrit (-3)
Coracle Jibs
Schek Nek
Keriassa
Jig
| Bot Buddy 2000 |
The Red Pusk drops straight into the water as the dolphin drops under him! GLUB, GLUB!
Red's Actions: 1d4 ⇒ 3
Red has a normal number of actions, and being underwater, he doesn't try the spell casting. Instead, he attacks Coracle Jibbs.
Red jaws (magical, unholy): 1d20 + 10 ⇒ (10) + 10 = 20
Piercing damage: 1d8 + 4 ⇒ (5) + 4 = 9
Red jaws (magical, unholy): 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
Piercing damage: 1d8 + 4 ⇒ (5) + 4 = 9
The Red Pusk misses twice, and then decides to swim to shore.
Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
I will do the remaining pusks in a bit. I need to rush off to work!
| GM Hmm |
It is the turn of the Pink Pusk!
Pink's Actions: 1d4 ⇒ 1
The Pink Pusk realizes that they cannot do much this turn at all! Already frightened, it exclaims "Blimey!", and chooses to cower.
◈ Cower
Cower gives it a +4 to its armor class, -1 for still being frightened.
★ --- ★ --- ★ --- ★
It is the turn of the Green Pusk!
Green's Actions: 1d4 ⇒ 4
Meanwhile, Green is quickened!
◈ Stride
◈◈ Cast Slow on Keriassa (basic DC 16 Fort to negate.)
◈ Cower
Cower gives it a +4 to its armor class.
★ --- ★ --- ★ --- ★
And finally, the Yellow Pusk acts!
Yellow's Actions: 1d4 ⇒ 2
Having just two actions, it casts Fear (DC 16 basic Will save) on Chirrit.
★ --- ★ --- ★ --- ★
Red Pusk
Blue Demonic Dolphin (DEAD)
Pink Pusk (slow used, frightened 1, +3 over all to AC)
Yellow Pusk (-24, slow used)
Green Pusk (slow used, +4 to AC)
Gnimish (DC 16 Fort Save)
Chirrit (-3, DC 16 Will Save)
Coracle Jibs
Schek Nek
Keriassa (DC 16 Fort Save)
Jig
★ --- ★ --- ★ --- ★
Remember: the sand is saturated with water and is difficult terrain. The areas beneath the trees are sheltered and standard terrain.
Keriassa 2ed
|
fort save: 1d20 + 5 ⇒ (20) + 5 = 25 Not today, Pusk!
With a grudge to settle, Keri begins her oratory chant and takes aim at the nasty hidden little creature who tried to slow her roll.
◈ Courageous Anthem Performance to linger: 1d20 + 9 ⇒ (4) + 9 = 13 Nope
◈ Strike
◈ Strike
Comp Shortbow (piercing) vs green: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 301d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Deadly: 1d10 ⇒ 9 Yeah, a crit!
Comp Shortbow (piercing) vs green: 1d20 + 9 - 5 + 1 ⇒ (3) + 9 - 5 + 1 = 81d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 Deadly: 1d10 ⇒ 1
Hitting with my strike does lengthen the Courageous Anthem from one round (on the linger fail) to two due to Martial Performance.
Jig Gnasher
|
Jig tries again to fire an enchanted shot, this time at the yellow pusk.
Spellshot (ignition), Recharge spellstrike
bowstaff: 1d20 + 9 ⇒ (19) + 9 = 28 for piercing: 1d6 ⇒ 1 and fire: 3d4 ⇒ (3, 4, 4) = 11
If that happens to be a crit, it's also 3d4 persistent fire.
| GM Hmm |
Keri defies the Pusk's Slow spell.
Although her Courageous Anthem does not linger, Keri manages to get a shot critical shot into the cowering Green pusk, extending her CA by a round. Although the Green pusk sways under the arrow's attack, it is still standing.
★ --- ★ --- ★ --- ★
Red Pusk
Blue Demonic Dolphin (DEAD)
Pink Pusk (slow used, frightened 1, +3 over all to AC)
Yellow Pusk (-24, slow used)
Green Pusk (-23, slow used, +4 to AC)
Gnimish (DC 16 Fort Save)
Chirrit (-3, DC 16 Will Save)
Coracle Jibs
Schek Nek
Keriassa (DC 16 Fort Save)
Jig
★ --- ★ --- ★ --- ★
We have Courageous Anthem for 2 rounds!
| GM Hmm |
Jig and I cross-posted. So let's include Jig's turn now!
Jig fires at the Yellow Pusk and crisps it to a husk!
★ --- ★ --- ★ --- ★
Red Pusk
Blue Demonic Dolphin (DEAD)
Pink Pusk (slow used, frightened 1, +3 over all to AC)
Yellow Pusk (DEAD)
Green Pusk (-23, slow used, +4 to AC)
Gnimish (DC 16 Fort Save)
Chirrit (-3, DC 16 Will Save)
Coracle Jibs
Schek Nek
Keriassa (DC 16 Fort Save)
Jig
Chirrit
|
Will: 1d20 + 8 ⇒ (18) + 8 = 26
Shaking off the attmept at startling him, Chirrit looks to the 'pusk' rudely moving up to his face. The kobold tries to ◈ Tumble about and past the demon.
Acrobatics v Red's Reflex DC: 1d20 + 12 ⇒ (20) + 12 = 32
Deftly dancing through the sands, Chirrit smacks out ◈ Confident( Finsiher)ly at the enemy slob.
Strike v Red: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 for Bludgeoning: 2d6 + 3 + 1 + 2d6 ⇒ (6, 2) + 3 + 1 + (2, 3) = 17 half the latter 2d6 on a failure
He then glares at the cowering green. You can't hide forever!
◈ Intimidating Glare: 1d20 + 9 ⇒ (1) + 9 = 10 With Antagonize: if successful it's frightened can't lower under 1 unless it takes a hostile action towards me or can no longer see me
Gnimishmeijinomu
|
Fort DC 16: 1d20 + 8 ⇒ (9) + 8 = 17 whew
Gnimish sees an opportunity and steps up to Red. He concentrates, morphing his right arm into a claw before slashing at Red.
Gouging Claw vs Red OG: 1d20 + 10 ⇒ (8) + 10 = 18 for Slashing: 3d6 ⇒ (1, 3, 4) = 8 plus 3 persistent bleed Crit: Double Damage (incl Persistent)
◆ Step (or Stride if difficult terrain)
◆◆ Gouging Claw
Coracle Jibbs
|
Seeing his allies neatly corralling the red pusk, Coracle moves his attention to the two demons further from shore. He bounds out of the rowboat and hurries across the marshy sand as quickly as he can, building up momentum for a brutal attack on the green pusk.
◆◆ Boarding Assault: Stride twice, then Strike. Boarding or disembarking a boat or similar vehicle during this movement adds an extra damage die to the Strike.
+1 tiger claw, CA: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29, Damage (S): 2d8 + 2 + 1 ⇒ (4, 4) + 2 + 1 = 11 vs. Green
◆ Strike vs. Green, or Pink if Green was dropped.
+1 tiger claw, CA, MAP: 1d20 + 10 + 1 - 4 ⇒ (19) + 10 + 1 - 4 = 26, Damage (S): 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
[Edited my last action because I realized I couldn't do flurry of blows after boarding assault, since both are flourishes.]
Schek Nek
|
Schek menacingly approaches Pink and once within reach, throws the pointy end of his grapnel weapon to the enemy!
+1 Returning Combat Grapnel (Finesse, Grapple, Tethered, Thrown 20 ft, Uncommon, Magical), CA: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 P damage
Once it returns to his hand after launching it pathetically, he throws it one more time!
+1 Returning Combat Grapnel (Finesse, Grapple, Tethered, Thrown 20 ft, Uncommon, Magical), CA, MAP: 1d20 + 10 + 1 - 5 ⇒ (7) + 10 + 1 - 5 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 P damage
◆ Stride
◆ Strike
◆ Strike
| GM Hmm |
Chirrit proves his fearlessness, then proceeds to take the Red pusk off the map with a single critical blow!
Gnimish, since Red is dead, do you want to do another spell?
Coracle Jibs crits Green and takes him out, and then hits Pink!
Schek wanders across the sand, but the sticky sands throw off the throw of his grapnel!
★ --- ★ --- ★ --- ★
Red Pusk (DEAD)
Blue Demonic Dolphin (DEAD)
Pink Pusk (-8, slow used, frightened 1, +3 over all to AC)
Yellow Pusk (DEAD)
Green Pusk (DEAD)
Gnimish
Chirrit (-3)
Coracle Jibs
Schek Nek
Keriassa
Jig
Gnimishmeijinomu
|
Gnimish grabs up a loose rock on the beach and wings it at Pink.
TKP: 1d20 + 10 ⇒ (20) + 10 = 30 for Bludgeoning: 3d6 ⇒ (5, 6, 1) = 12 Crit: Double Damage
He manages to bounce the rock off a tree and bonk the Pusk right on the noggin!
He summons a mystic shield.
◆◆ TKP
◆ Shield
| GM Hmm |
Gnimish bonks the Pink Pusk!
It is the turn of the Pink Pusk!
Pink's Actions: 1d4 ⇒ 1
"Why me? I have been such a bad boy, doing all the right bad things!"
With only one action left, Pink takes a bite out of Coracle Jibbs!
Pink jaws (magical, unholy): 1d20 + 10 ⇒ (19) + 10 = 29
Piercing damage: 1d8 + 4 ⇒ (1) + 4 = 5
★ --- ★ --- ★ --- ★
Red Pusk (DEAD)
Blue Demonic Dolphin (DEAD)
Pink Pusk (-32, slow used)
Yellow Pusk (DEAD)
Green Pusk (DEAD)
Gnimish
Chirrit (-3)
Coracle Jibs (-5)
Schek Nek
Keriassa
Jig
Jig Gnasher
|
| 1 person marked this as a favorite. |
Jig takes a shot at the pink pusk, "We're here to valiantly vanquish you, you dirty deed doer!"
Spellstrike (Ignition), Recharge
bowstaff: 1d20 + 9 ⇒ (1) + 9 = 10 for piercing: 1d6 ⇒ 6 and fire: 3d4 ⇒ (1, 4, 1) = 6
Better at writing about heroics than pulling them off.
Gnimishmeijinomu
|
Gnimish moves up and tries to repeat his earlier feat.
TKP: 1d20 + 10 ⇒ (7) + 10 = 17 for Bludgeoning: 3d6 ⇒ (2, 1, 6) = 9
◆ Stride
◆◆ TKP (probably a whiff this time)
Coracle Jibbs
|
Coracle hisses when bitten, but then growls, "I'm going to send you back home in pieces, you lump of filth," before tearing into the demon again.
◆ Demoralize: Intimidation: 1d20 + 6 ⇒ (7) + 6 = 13
◆ Flurry of Blows (if both hit, apply resistances/weaknesses only once):
+1 tiger claw, CA: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28, Damage (S): 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
+1 tiger claw, CA, MAP: 1d20 + 10 + 1 - 4 ⇒ (13) + 10 + 1 - 4 = 20, Damage (S): 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
◆ Strike:
+1 tiger claw, CA, MAP: 1d20 + 10 + 1 - 8 ⇒ (3) + 10 + 1 - 8 = 6, Damage (S): 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
| GM Hmm |
In a flurry of arrows, spells and claws, the Pink Pusk goes down! It gurgles its last words "Enava will ge--", but whatever it would have said is lost as it falls to the forest floor.
ISLE MISSION 3: DEEP HOOKS AND RAKES
Eando frowns over hastily scrawled notes before reading out loud, “Temple located on isle interior. Entrance sealed. Strategic resource, as demons focus on it.” He lifts his head and adds, “Well, that's clear as day to me. Find this temple, figure out a way into it and then secure the perimeter. With any luck, opening it up won't bring on the next apocalypse.”
You all realize that this is the temple that you found earlier!
Furthermore, you gain a +1 circumstance bonus on all skill checks during this encounter because you already successfully scouted the exterior of the table ahead of the demon defenders.
As you approach one of the doors on the surface, the sigils on the door's frame glow with an amber light, which collects in a facet over the center of the door.
Target?: 1d6 ⇒ 4 It targets Jig!
Critical Success The target is immune to the trap for 1 minute.
Success The target is unaffected.
Failure The target is frightened 1.
Critical Failure The target is frightened 3 and fleeing.
You realize that the door is trapped, and you need to disable it to get past! Disabling is a 2-action activity.
Disable skills: Religion (trained) to strategically destroy the runes, Thievery to disrupt the beam from collecting the facet, or dispel magic (2nd level, counteract DC 18) to dispel the rune.
★ --- ★ --- ★ --- ★
Jig Perception Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Schek Nek Stealth Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Gnimish Perception Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Keriassa Perception Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
Chirrit Stealth Initiative: 1d20 + 10 ⇒ (3) + 10 = 13
Coracle Jibbs Stealth Initiative (Pilgrim Token): 1d20 + 9 ⇒ (17) + 9 = 26
Hostile Architecture: 1d20 + 10 ⇒ (4) + 10 = 14
★ --- ★ --- ★ --- ★
Coracle Jibbs
Schek Nik
Keriassa
Hostile Architecture
Chirrit
Gnimish
Jig
Gnimishmeijinomu
|
None of the skills. Gnimish can heal those who get hit, though...
Coracle Jibbs
|
Coracle moves up cautiously, and pulls some tools from a pouch on his belt to start fiddling with the facet that seems to focus the beam.
Thievery: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 (includes +1 for infiltrator thieves' toolkit)
| GM Hmm |
Jibbs sets to work with his thieves tools, but alas, the trap is more difficult than he thought!
Boo, challenge points!
★ --- ★ --- ★ --- ★
Coracle Jibbs
Schek Nik
Keriassa
Hostile Architecture
Chirrit
Gnimish
Jig (Frightened 1)
Coracle Jibbs
|
I forgot the +1 we get for this encounter. I'm guessing it wasn't that close, but i can hope...
| GM Hmm |
Alas, you would need another +1 on top of that due to the Challenge Point adjustment. Roll one higher and you'll make it!
| GM Hmm |
Keri cannot make sense of the runes yet.
★ --- ★ --- ★ --- ★
Coracle Jibbs
Schek Nik
Keriassa
Hostile Architecture
Chirrit
Gnimish
Jig (Frightened 1)
Schek Nek
|
Thievery: 1d20 + 4 ⇒ (1) + 4 = 5
Hero Point, if I still have: Thievery: 1d20 + 4 ⇒ (20) + 4 = 24
"You are not going there!" Schek tries to stop the beam from collecting the facet.
| GM Hmm |
Schek's nimble fingers stop the beam from collecting in the facet, and the hostile architecture shuts down!
Now that you have disarmed the trap, you can investigate the sealed door. It is made of three rotating pieces that form a circle. Each layer of this circle contains simple words in Chthonic.
Keriassa and Schek Nek spot an additional stone tablet written in Chtonic, and Jig manages to translate both with his knowledge of Society.
The tablet says,
“...Of course, only our leader is allowed to open the door. I had to ask him to let me in last night when I forgot my hammer. He left a trail of slime the whole way through...”.
As for the rotating rings: the words are in the following order when you arrive.
First Ring: Arson, Pollution, Mutilation, Death
Second Ring: Omox, Shemhazian, Vrolikai, Brimorak
Third Ring: Void, Fire, Acid, None
This serves as a simple latch to keep the temple's door shut. As you rotate the rings, the individual words stay in order. To open the doors, you will need to rotate the rings so the layers match, with each sin being associated with the correct demon and its immunity.
With a second successful Easy Demon Lore check or an Average Religion check to Recall Knowledge, you can learn some more facts to help you with this challenge. Lores can be rolled untrained.
Chirrit
|
Chirrit gives a complimentary nod to Schek for his trap-management skills. But the kobold is puzzled by the ring lock.
Is the hammer a part of it? something they need to get the door open? Or just a thing on the other side?
Chirrit scratches his scales. 'Slime' makes me think of pollution more than arson, torture, or death. And maybe acid too? But that could be a stretch. and those middle terms - are those things, places, or names?
Sadly no religion, nor that lore
Keriassa 2ed
|
Keri thinks about the demons she knows of. "Aha, Omox demons leave trails of slime..."
First Religion Check: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Religion Check for extra clues: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
| GM Hmm |
That was a well-timed critical success!
Keriasa remembers the folowing:
• The grand vrolikai are the most powerful of demons.
• Shemhazian demons are associated with mutilation and torture.
• Brimorak demons are arson demons, and long associated with fire.
Coracle Jibbs
|
Religion: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Coracle concurs with Keriassa about omox demons, and suspects that Chirrit is right to associate the slime with pollution and acid.
Religion: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
No help there.
Edit: Posted just as Hmm was. But seems like Keri knows plenty to work out the settings.
| GM Hmm |
Since Keriassa had already got the Omox demon clue, I will apply Coracle's roll to the second check.
Coracle remembers Vrolikai are also long known for their connection to death and their affinity for the Void.
Chirrit
|
| 1 person marked this as a favorite. |
Ok Chirrit starts sketching out the circles in the dirt assuming there's at least one corner in the room of this old long-abandoned structure that's pretty dusty :) with his scabbard.
So if they've all gotta match, Brimorak lines up with Arson, lines up with Fire
He pauses. If the words stay in the same order, if we get one all the others would have to also line up anyway, right? Like if 'Arson' is always to the right of 'Pollution', then if we think the Brimorak stuff matches then it would have to be...
I think that would line up with:
Arson - Pollution - Mutilation - Death
Brimorak - Omox - Shemhazian - Vrolikai
Fire - Acid - None - Void
He looks to the group. Do we think that makes sense? I'll be the one to give it a spin if we want; if my idea's wrong only fair I get...demon-blasted or whatever.
Coracle Jibbs
|
Coracle nods when Chirret's done sketching. "That all looks right to me."